Article View: comp.sys.ibm.pc.games.action
Article #696589Re: What Have You Been Playing... IN AUGUST 2016?
From: Justisaur
Date: Thu, 08 Sep 2016 13:08
Date: Thu, 08 Sep 2016 13:08
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7370 bytes
Rin Stowleigh wrote: > On Wed, 7 Sep 2016 09:38:56 -0700, Justisaur <just...@gmail.com> > wrote: > >> Rin Stowleigh wrote: >>> On Wed, 7 Sep 2016 09:06:02 +0100, Toby Newman <goo...@asktoby.com> >>> wrote: >>> >>>> On 2016-09-06, Rin Stowleigh <rstow...@nevrhadgmail.com> wrote: >>>>> On Tue, 6 Sep 2016 14:28:31 +0100, Toby Newman <goo...@asktoby.com> >>>>> wrote: >>>>> >>>>>> On 2016-09-06, Spalls Hurgenson <spallsh...@gmail.com> wrote: >>>>>>> On Mon, 05 Sep 2016 10:52:01 -0400, Rin Stowleigh >>>>>>> <rstow...@nevrhadgmail.com> wrote: >>>>>>> >>>>>>>> Buttery framerates are one of the most overlooked aspect of gaming, a >>>>>>>> lot of folks don't realize how much the subpar framerates of >>>>>>>> underpowered GPUs detract from immersion, until they get accustomed to >>>>>>>> high framerates and then try to go back. There seems to be the need >>>>>>>> for a reference point for comparison. >>>>>>> >>>>>>> In my experience it's less /high/ framerates and more an issue of >>>>>>> /stable/ framerates. If the game is jumping from 15 to 30 to 60fps, I >>>>>>> notice it far more than if it's a rock-steady 30 (or even 20) fps. >>>>>> >>>>>> 20fps? What is this, Powerpoint? >>>>>> >>>>>>> Age probably helps too; them youngsters swear there's an amazing >>>>>>> difference between 30 and 60fps, but I can't see it at all. And don't >>>>>>> get me started on the whole waste-of-money ultra-HD thing; 1024x768 >>>>>>> should be enough for anyone ;-) >>>>>> >>>>>> 60 is OK, it gets much better the faster you go. And I'm in my late >>>>>> 30s. Anything less than 60 bothers me greatly. >>>>> >>>>> Same here, a consistent 60 is minimum acceptable. I do find that >>>>> beyond about 90-100fps there are somewhat diminishing returns. >>>>> >>>>> It really depends on the game though. Something like Battlefield or >>>>> Doom really benefits from the smoothest mouselook you can get out of >>>>> it. I find this to be much less the case with certain games, like >>>>> slower-paced stealth games, third person shooters, or just first >>>>> person games which typically don't involve as much twitch movement. >>>>> >>>>> An example of the latter is the Rainbow Six games. Usually the action >>>>> is so focused and intense that the player doesn't find themselves >>>>> panning all around the room at rapid speed with the mouse. Its more >>>>> like you set up position to guard a hostage or control point, and be >>>>> prepared to cover one or more choke points. Or, you're infiltrating a >>>>> building by rappeling up the side, then swinging in via a window, and >>>>> proceeding slowly/carefully down a hallway with your sights staying >>>>> aimed at a relatively narrow angle. I typically don't enable heatmaps >>>>> for my Razer mouse, but if you examined the difference between the >>>>> typical mouse movement heatmap for Doom vs. Rainbow Six games, the >>>>> difference in the type of game becomes much more measurable. >>>>> >>>>> It is kind of nice that the game supports high framerates, but they >>>>> aren't a dealbreaker in that particular game simply because of the >>>>> nature of the contest at hand. >>>> >>>> I find that polygons feel more solid at higher framerates. Something >>>> snaps in my head and my perception goes from "animation" to "object", >>>> above a certain FPS threshold. >>> >>> Yes, I think that's a big part of it. When my eyes pan or look >>> quickly around whatever my environment is, there is no blurrying, >>> jerkiness, or similar issues, so the closer that fluid real life >>> movement is replicated on the screen, the more convincing everything >>> on the screen will be to me. >>> >>> I never even understood the "motion blur" effect in many games, >>> supposedly it is to mimick some visual characteristic of eye movement, >>> but real life objects either don't blur with my vision (*) no matter >>> how fast I pan my eyes, or the blurring effect occurs so quickly I >>> can't see it. >>> >> >> Actually it mimics film movies. Our eyes don't see like that, but the >> blur within cels makes the 23 fps of movies look more like movement >> instead of single pictures. If your game isn't stuck at 23 fps (or 30 >> perhaps) then there's no reason to use it. It tends to be way overdone >> in games too, it should be blur between the two frames to either side >> time wise of the frame it's playing, but they make it blur over an >> entire second or so usually (i.e. 22 or more frames too much). > > That sounds right, I didn't really research it (recently) but what > you're saying sounds familar. I just turn it off in all games. > > What's odd though (and what might have thrown my thinking off) is that > in most titles it seems to be defaulted to ON for the "Ultra" > settings, and turned off on lower settings. To me that seems converse > of the purpose you mentioned above for compensating for poor > framerates, since anyone interested in maximized settings is usually > playing with upper end hardware rather than trying to squeak by at > lower framerates. > Yeah, it takes up more GPU power, so it actually slows down the framerate further, which is even stupider than having it on so long. - Justisaur
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